Sathrago wrote: » Halting actions in combat for this sort of reason makes it clunky and a chaotic mess when you have both a good damage dealer or a bad tank. Now, if tanks did their rotation and never lost aggro, the only time they would lose it is if they were not performing optimally. In that case, you either work with your tank to get better or find another one. The entire party is not punished as much as if dps accidentally throws one more global than normal of their rotation and now the group wipes.
Taerrik wrote: » You do not speak for everyone. Threat management is fun for me. If you want to go ham on a boss and not pull threat, use your threat reduction skills, which exist in tank/healer/dps games for a reason. If you want to go ham on a boss, get a better tank. Your ideas remove depth from a RPG, making it less fun. You speak for yourself, not for me.
Iskiab wrote: » I’m surprised to see so many say that they like games where threat management is an issue. Which games? It’s something that has disappeared from modern MMOs and was generally disliked when it was around. Aggro management, non-solo friendly and slow recovery were the biggest reasons why people left EQ and went to WoW. I don’t understand people who want to recreate mechanics that killed MMOs.
Azherae wrote: » Iskiab wrote: » I’m surprised to see so many say that they like games where threat management is an issue. Which games? It’s something that has disappeared from modern MMOs and was generally disliked when it was around. Aggro management, non-solo friendly and slow recovery were the biggest reasons why people left EQ and went to WoW. I don’t understand people who want to recreate mechanics that killed MMOs. Those people are probably the sort of people who think WoW is what 'killed MMOs'.
Iskiab wrote: » Azherae wrote: » Iskiab wrote: » I’m surprised to see so many say that they like games where threat management is an issue. Which games? It’s something that has disappeared from modern MMOs and was generally disliked when it was around. Aggro management, non-solo friendly and slow recovery were the biggest reasons why people left EQ and went to WoW. I don’t understand people who want to recreate mechanics that killed MMOs. Those people are probably the sort of people who think WoW is what 'killed MMOs'. They’d be wrong. I didn’t play WoW for a long time after it was released because it killed my EQ guild. Looking back now I see that people moved because it was a better game, most of the people conflate the good memories they had with the game mechanics themselves. Some things were fun, but threat management and slow recovery had nothing to do with it.
Ace1234 wrote: » I agree with OP. The standard "CC" style design of how aggro works, generally just means "less gameplay" in the situations where you successfully gain threat as a tank. (At least the kind of gameplay I find fun, such as positoning, spacial awareness, timing, ya know general combat skills basically.) "Threat" just replaces those skill-checks with a management that is far less engaging than alternative options- imo.
Noaani wrote: » Ace1234 wrote: » I agree with OP. The standard "CC" style design of how aggro works, generally just means "less gameplay" in the situations where you successfully gain threat as a tank. (At least the kind of gameplay I find fun, such as positoning, spacial awareness, timing, ya know general combat skills basically.) "Threat" just replaces those skill-checks with a management that is far less engaging than alternative options- imo. I'm not sure I follow. Games with threat mechanics (even basic threat mechanics) still require positioning, timing, general awareness, all of the things you are talking about here. In a hypothetical sense, I understand and even agree with you that games where tanks don't have to put some major thought in to positioning, timing or awareness would suck. The thing is, I've not seen a game where a tank doesn't need to think about these things, regardless of threat mechanics.
novercalis wrote: » Noaani wrote: » Ace1234 wrote: » I agree with OP. The standard "CC" style design of how aggro works, generally just means "less gameplay" in the situations where you successfully gain threat as a tank. (At least the kind of gameplay I find fun, such as positoning, spacial awareness, timing, ya know general combat skills basically.) "Threat" just replaces those skill-checks with a management that is far less engaging than alternative options- imo. I'm not sure I follow. Games with threat mechanics (even basic threat mechanics) still require positioning, timing, general awareness, all of the things you are talking about here. In a hypothetical sense, I understand and even agree with you that games where tanks don't have to put some major thought in to positioning, timing or awareness would suck. The thing is, I've not seen a game where a tank doesn't need to think about these things, regardless of threat mechanics. apparently FF14 from what I've read. Some tank can do something a few times and then stop doing anything and he will still have threat for the next 10 min. paraphrasing